The Persian Gods
The Gods and Goddesses of the Persians are known as the Yazatas and they possessed one of the greatest empires in the history of mankind. The Yazatas are manifestations of the Zoroastrian faith and so have a strict hierarchy, the leader of the pantheon is Ahura Mazda, followed by the Amesha Spentas and then the rest of the Yazatas. They are devoted protectors of the asha principle, truth in all its forms.
Still a Living and Breathing Religion
Zoroastrianism is still worshiped by many thousands and the Yazatas don’t represent every entity in the Zoroastrian faith, this is because that Pantheon would be many books long and so decisions were made to include only the most important part of that faith (in the author’s vision). If you think that an important part of that faith is missing, you are free to add it or modify this work for your purposes and notify the author of your ideas.
The first of the Yazatas was Ahura Mazda, son of the Titan Zurvan, and creator of all that exists. His greatest wish was to be without evil, untainted and pure and so he decided to recreate himself, a good emanation came to be with his old conscience and now Ahura Mazda was also Spenta Mainyu (Bounteous Spirit). Unfortunately, at the same time also came to be Angra Mainyu (Destructive Spirit), the evil side of Ahura Mazda. One of Ahura Mazda early creations were sixteen lands made to accommodate his next creations, but jealously Angra Mainyu created winter, sickness, vice and many other sins. Ahura Mazda created the Amesha Spentas, a group of three Gods and three Goddesses, to fight Angra Mainyu and his evilness. But when they also achieved perfect goodness as their leader, they also created their worst enemy, the Daevas, allies of Angra Mainyu. The Daevas see Angra Mainyu as their master as the Amesha Spentas see Ahura Mazda as their leader. As the Yazatas grow in size so did the Daevas, this was an even fight between good and evil. Humans also have an important role in this fight; they must have good thoughts, say good words and practice good actions and, by doing so, they can join the forces of good. If they don’t, they are taken by the Daevas and made their slaves. This is a dynamic and casual balance, some Yazatas have already defeated their correspondent Daeva, such as Tistrya, and some Daevas also have defeated their correspondent Yazata. And there are still examples of Yazatas that decided to join Angra Mainyu rather than Ahura Mazda. It is obvious when the Daevas are winning the fight – sin increases; people lie much more; people deceive each other more; people become darker in their minds, thoughts and intentions; oppression increases; disease increases; and much, much more. When the Yazatas are winning the opposite occurs, but sadly that doesn’t happen much nowadays and, as an example of this, Zoroastrians are much fewer in number that in ancient times. The Persian Empire has fallen a long time ago and even before that much of it was converted to Islamism, a consequence of the losing battle against the Daevas. But the Yazatas have no fear, at the End of Time (Frasho Kereti) a wave of molten metal (Ayohsust) will kill the wicked and so the Yazatas don’t worry too much with their increasing defeat at the hands of the Daevas. Their enveloping Greater Titan is Aeon, the Greater Titan of Time, which currently seeks to fulfill all prophecies, for its leader is Zurvan, father of Ahura Mazda. Because Zurvan is a neutral Titan in the war between Gods and Titans, and he maintains control of Aeon since ancient times, Aeon was freed early from Tartarus, by conjoint initiative of Ahura Mazda and Zeus. This makes the Scions of the Yazatas more inclined to fight Angra Mainyu than to fight the Titans directly.
But the Yazatas keep a close eye on Aeon, for despite Zurvan being a sort of an ally to the Yazatas, there are other Avatars that are not so friendly. A good example of Aeon’s destructive power is Kalachakra, the Avatar that personifies the end of the old so that the new can arrive. Other example could be the Cronus, he rules the most advance societies in Aeon as he did in the Golden Age and, as the personification of changing political regimes as time passes, he seeks to implement it everywhere and that could cause disastrous infightings and political feuds in the Overworlds.
Are Daevas and Devas the same? Is Ahura another name for Asura?
Zoroastrian and Hindu faiths are both based in an even older religion, the Vedic faith, and from it came many designations such as Asuras and Devas. At that time Asuras were a group of older Gods and the Devas a group of younger Gods and these two groups hated each other. The Hindus decided to venerate the Devas and reject the Asuras as Demons, but the Zoroastrians choose to worship the Ahuras (a group of three ancient Gods) and demonizing the Daevas as their enemies. Since many myths contradict each other, consider that they are completely different. In a game where the only Pantheons that exist are the Yazatas and the Devas, it could be fun if the Ahuras were the Asuras that the Devas hate and the Daevas were the Devas.
Relationships Relationships with other Pantheons
The Yazatas have miscellaneous responses from different Pantheons, trout the World. They are at least as old as the Atzlánti and descendents of the old Vedic Pantheon thus making them have some similarities with the Devas, the Hindu Pantheon. Some Pantheons consider their creation of the Daevas, demons with power similar to the Gods, who can easily be corrupted by the Titans a foolishness just to make them better Gods. Yet, the Yazatas know that only the most pure will survive the Ayohsust and see it as a necessary evil that will die at the Frasho Kereti. With the majority of the Zoroastrians currently living quite near to Hindus, there is quite an amount of friction between the Yazatas and the Devas. There is even that aggravated thought that maybe the Devas are associated with the Daevas, but the Yazatas know best than provoke one of the most powerful Pantheons and so they politely respect each other, never letting the other know that they think of them. And yet their traditional adversary is the Dodekatheon, for they prevent their great Empire to expand to the rich lands of Europe. The Yazatas think they are fools to think that there will be a great hero that will save the Gods from the Titans and there is even the matter of the prophecy that’s states that it will be a child of Zeus that will destroy the Dodekatheon. Good relations with the Pesedjet are reported to exist before the conquest of their land by the Persians and they are slowing coming back. The Pesedjet’s adherence to the ma’at is similar to the Yazatas worship of the asha, making things run easier between them. The Yazatas always respected the Celestial Bureaucracy for their organized view of World, but their inexistent relationships with other Pantheons and failed attempts to bound Hundun makes them think that the Celestial Bureaucracy is getting desperate. They piety the Aesir for their destiny at Ragnarök, but think that they should either embrace it or improve themselves to avoid annihilation. The Atzlánti’s bloody path is, in the eyes of the Yazatas, the wrong one; the sky should be still as it was at the start of Creation and so they consume unnecessary “fuel” to make it move. They like Amatsukami’s view of nature and time, that long process to make all perfect is a way to vanquish evil from the World (possibly the longest correct path to the Yazatas goal). The Loa are a recent Pantheon with a variety of origins that the Yazatas only vaguely touched, but they feel that overlapping the good of a few to the good of many isn’t the best thing to do. The Tuatha are regarded as a bunch of trouble makers with a code of honor that don’t protect the weak, but are capable of great works if correctly oriented. The group of Gods that make the Atua are viewed as a mumbling and messing Pantheon that don’t respect the order on the World and their constant infighting and deceit only makes matters worse.
Virtues: Conviction, Endurance, Order, Vengeance The Persian Pantheon is determined to do the best they can to improve the World by applying the asha principle; they have good thoughts, say good words and practice good actions. Their lack of will to fight the Titans is due to their enveloping Greater Titan, Aeon, does nothing to directly oppose them, if any he helps them as Zurvan, the father of Ahura Mazda. The only problem with Zurvan is that he also sees is son in Angra Mainyu and thus he also helps the Daevas. The other Pantheons see the Yazatas as possible allies in a distant future, despite their constant denial of that fact. Aeon even has other aspects that are eager to bring the end of the Gods in all its forms, but know that it isn’t yet their time to rule and time is the most important thing in Aeon. The Persian Pantheon has many myths and tales added post assimilation of the Muslin faith, but the main Zoroastrian faith is intact. Fire and water are still important as they see water as the fountain of wisdom and fire the medium by which we receive it. The Zoroastrian faith has heavily influenced the Abrahamic religions that now are the main ones in the World. The Ahuras are possibly the eldest of the old Vedic Pantheon, but that truth they keep for themselves. Ahura Mazda was always a great leader and Mithra is the son that any father would be proud of. The third and last Ahura is Ahura Berezant, or as he is better known Apam-natat, got old and so Anahita replaced him in his duties; now he wanders the Overworld to find his purpose. The next in the Persian hierarchy are the Amesha Spentas, the ones that will cause the Ayohsust. They still don’t know how they will perform such thing, but they work to make it happen, even to the point of neglecting their other duties to their subordinates. The rest of the Yazatas work under an Amesha Spenta or have pass all tests of Ätar and become accepted in the higher circles of the Yazatas’s hierarchy. Ätar is the only presented here that choose to continue to serve under Asha Vahishta.
Scent the Divine
Upon using the Epic Perception knack Scent the Divine on a Scion of the Yazatas, the scent that they feel is a mix of various oriental spices being myrrh the most prominent of those and hear the sound of crackling fire.
Hormuzd, Aka: Aramazd, Armazi, Auramazda, Hormizd, Hormuzd, Ohrmuzd, Hourmazd, Ormazd, Spenta Mainyu
Ahura Mazda, the leader of the Yazatas, appears as a forties Persian man with curly beard, normally wearing pure white robes and a staff, that he uses to guide his people or his cattle. He created all that exists in the World. He’s also the leader of the Amesha Spentas and part of the Ahuric triad. His only regret is that to clean himself of evil, he created his greatest enemy: Angra Mainyu. In modern times, he visits the World often concerned with the purity of his creations. He’s usual guises have been a preacher against all types of darkness, a diplomat, the lonely guy lost in his thoughts, a cult leader, a master carpenter and a brilliant sculptor. Ahura Mazda’s Scions tend to do their best to fight all forms of darkness, be it ignorance, deceit or others, possessing many times jobs that help them achieve that end. Many of them are teachers, detectives, preachers, caring parents, lawyers and diplomats seeking a peaceful way to resolve conflicts. Associated Powers: Animal (cattle), Asha, Epic Charisma, Epic Intelligence, Epic Stamina, Guardian, Justice, Moon, Sky, Sun Abilities: Command, Control, Empathy, Occult, Presence, Science Rivals: Angra Mainyu; Atum-Re, Brahma, Izanagi, Izanami, Kalfu, Ptah, Zeus
Fertility. Medicine. Integrity. Associated Powers: Asha. Marksmanship. a fashion model. Epic Stamina. Anahita usually appears wearing a golden cloak and a diamond tiara. especially Shud. a housemaid. Thrown Rivals: Apam-natat. Death. Armaiti is the obedient child of Ahura Mazda.Ameretat
Aka: Amordad. Mordad ka:
As all members of the Amesha Spentas. She and Haurvatat are great friends and usually where one stands the other is not far behind. Xipe Totec
Aka: Anahit. to fight the Titans directly. a gothic fashion designer. teacher. CEO and many more positions of power. Her Scions are also eager to reach their full potential. Aphrodite. Epic Stamina. War. Epic Manipulation. On the mortal World. she is a dual figure. the singer that sings about the purity of the World. trying to achieve immortality in some concept. sometimes clinging too tight to power in the detriment of others. Epic Appearance. Artemis. Persephone. Aredvi Sura Anahita. book writer. Shud. Notably she has been a nurturing prostitute. Usually wearing blue with earth motives. Mystery. Empathy. Politics. Earth. Many of her roles include the seduction of an important person while removing another from power. Larceny. Her worst enemy is Nanghaithya. Freya. a company’s president. replaced Apam-natat as the supreme water deity and is regarded as a consort of Mithra. sometimes also caring a water pitcher. Quetzalcóatl. Command. Lakshimi. Health Abilities: Academics. Nahid ka:
The virgin goddess of war. Associated Powers: Asha. a hunter. Survival Rivals: Angra Mainyu. Health. Anahita currently appears in the World as a virgin girl bathing in a river. longevity treatment specialist. Associated Powers: Asha. Fertility. Nowadays. Epic Intelligence. Nanghaithya. Her Scions tend to be as dual as her. Lakshmi. Guardian. Epic Perception. It’s her job to protect all that belongs to the earth. Her Scions usually follow close to their mother. Common occupations also include DNA researcher. Ardwisur. the Daeva of discontent. Guardian Abilities: Awareness. a caring gardener. Occult. Ameretat prefers to fight Angra Mainyu and the Daevas. a passionate landscape architect. Water Abilities: Art. She also protects the Dead that arrive to the Garodemana. an artist that insists on chocking her audience and fans and a graveyard landscape architect. Some of their common occupations are a scientist. Danu. lakes and waters of birth and leads both Ahuranis and Abans. Presence Rivals: Angra Mainyu. Epic Strength. a joyful executioner. Fortitude. Anahita. She acts as the patron of rivers. Xipe Totec
. Fertility. always a compromise between opposing concepts. The Morrigan. Ameretat visits the World as an activist for a more “Green World”. Angra Mainyu. musician and many others. the Daeva of Hunger. a farmer and an employee for a charity foundation. Quetzacoál. Investigation. Vishnu. Command. she is the fertility Goddess of the Dead. Osiris. as a lovely undertaker. a scientist that seeks to implement the new by sacrificing the old. Ameretat protects all life on the World and usually wears green robes with depictions of plants. Sarasvati
Aka: Spenta Armaiti ka:
Another member of the Amesha Spentas. Her choices for the Scion’s father tend to be as bad parents as her. Amurdad. Epic Intelligence. a politician. Investigation. Isis.
a guru. Fire. Stealth. Ganesha.
Aka: Dena ka:
Daena is the daughter of Ahura Mazda and Armaiti. Justice Abilities: Athletics. Daena seems something come from a forgotten past. among many others associated with testing others. as he is the blazing god of Justice through emulation and protector of the truth. This son of Ahura Mazda is the God of Fire that cleanses the body and soul. They become easily accepted by all stages of the Yazatas hierarchy upon reaching godhood. a priest trying to preach his religion by any means necessary or the leader of a revolutionary mob. planning on ways of maintain the truth on the World. she is the most important connection between the Yazatas and Fate. both representing the good things in fire. Drug. the forgotten monk. Thrown Rivals: Angra Mainyu. Epic Intelligence. what is good and what isn’t. working to make this World a better place. Xipe Totec
Adur. Odin. using their intelligence and wisdom to perform great works. Epic Intelligence. Psychopomp Abilities: Athletics. Asha. All souls that she doesn’t guide are stolen by Vizaresh and taken to Drujdemana in Duzakhv. an intellectual. Fortitude. Surya
Are Ätar and Atar. Politics. Hermes. Horus. Scions of Asha Vahishta are usually as fierce has their father. Arta Vahista. Adur. resulting in a very black and white World. Presence. a teacher. Ogma. Empathy. jury and executioner of evil. Manannán Mac Lir. Indra. Vizaresh. ka: Ashawahist. Shennong. Ätar presents himself on the World as a judge of the Supreme Court. Stealth Rivals: Angra Mainyu. Epic Perception. Associated Powers: Asha. She has been a priestess of a forgotten religion. On the World he wishes to be the judge. Azar Goshasb ka:
Ätar is easily the most powerful and influential member of the Yazatas outside the Amesha Spentas. They also have high standards of what is truth and what isn’t. mainly their father. Surya. the heat that fire gives and the light that it carries. Hephaestus. Isis. He has been many times the hated hero. His Scions possess many of his talents and many feel that they must constantly prove themselves to others. She also the one that guides the souls of the just to their eternal home. Epic Dexterity. Brawl. Guardian. Epic Wits. Brawl. Politics. Sun Abilities: Command. Brigid. Occult.Aka: Ardibehesht. a pyrotechnician. Fire. Presence Rivals: Angra Mainyu. Associated Powers: Animal (dog). Nüwa. The unstoppable Scions of Daena work to spread their religion by any means necessary. Brahma. Ordibehesht
Maybe the most important of the male members of the Amesha Spentas. Epic Intelligence. Vishnu
. the Zoroastrian faith and the Hindu faith both come from the Vedic faith and so some names overlap themselves. the other name for Agni. Commonly tie to religion on the human World. Atar. Magic. the meddling reporter. Garodemana. an Olympic athlete. many times exaggerating on the punishment of the false. The most impetus of the Yazatas. Only the Gods that pass his tests are accepted in the highest circles of the Yazatas hierarchy. Associated Powers: Asha. Epic Charisma. Aka: Adar. Integrity. Epic Strength. although individual Storytellers can consider them the same God and add a whole new plotline about it. the same God?
As said before. For Scion purposes it’s advised to consider Ätar and Agni different Gods and treat them that way. He usually wears fiery red vests. even without the tests of their father. Asa Vahista. Larceny. They are quite similar. As magician Goddess of religion. Justice. a nun and many other roles where women are associated to religion. Mystery. Kalfu. Chang’e. Ardwahisht. Asha Vahishta will help when the time comes to melt all the metals to begin the purge of the wicked. a fitness trainer. Control.
Empathy. among other things. never needing to see if their money is running out. his armor’s color that he uses to protect others form the evil that is Saurva. Craft. Meher. Yama
Aka: Sarosh. All life on those worlds is just as important as the worlds themselves. She is also the eternal protector of the seasons and the years. a security man. Mithra always presents himself on the world as a person with a high sense of justice. She has been the heiress of great fortunes. Quetzalcoátl
Aka: Ahura Mithra. Occult. Quetzalcoál. a shield. Danu. a watcher of the streets. Associated Powers: Asha. The children of Khshathra Vaiya are as fierce at protecting their friends and kind ones as their father. Epic Charisma. Dian Cécht. a fighter for world peace. Freyr. Hades. Even as a man. Vishnu
Aka: Khshathra. be it money or spiritual. Epic Stamina. Tlaloc. Time. Epic Perception. Brigid. Justice. Tarshna. Medicine. Occult. a renegade and a fallen hero. Khshathra Vaiya is a leader of his people as their protector. Fortitude. Mihr ka:
The most important of the Yazatas outside the Amesha Spentas. Nowadays. Water Abilities: Academics. Huang Di. Empathy. War Abilities: Command. Anubis. from the poor to royalty. They are the soldiers that protect their country or their faith. In her blue robes she fights Tarshna. Notably he was a famous police man. Guardian. Melee. Fortitude. Science Rivals: Angra Mainyu. Her Scions are just as big in life as she does.Haurvatat
Aka: Hordad. Of all metals he prefers gold. slaying the Divine Bull before it reached heaven and thus creating all live on the World from his blood. Health. Srosh ka:
. Associated Powers: Asha. When in the World. Sun Abilities: Command. Associated Powers: Asha. Craft. Guardian. Earth. a World corporation’s owner and a petrol company’s CEO. Epic Wits. Mehr. Sraosa. Epic Appearance. a sword and a spear to maintain the peace in both the World and the Overworld. leading a poor mob against their oppressors. the revolutionaries that fight for a better future or the police force that protects peace among others. the Daeva of thirst. a noble princess or priestess. Psychopomp. and Angra Mainyu. Epic Strength. a weapons manufacturer for the wealthy. Legba. Great things and achievements are expected from the Scions of Mithra and they commonly live to them. Khordad ka:
Haurvatat is the water devoted Goddess of health and prosperity. she is always associated with wealth. Mithra gained the title “The Unconquered Sun”. Brahma. He commonly goes to strange locations just to protect his people by any means necessary. Epic Stamina. and so are as beautiful outside as inside. They fight to keep peace and justice on the worlds and their connections. Sarasvati. Art. Lakshmi. but for recovering the Sun Chariot that carries the Sun. Kshathra Vairya ka:
Khshathra Vaiya protects his people. Quetzalcoál. Presence Rivals: Angra Mainyu. always on the alert and quite perceptive. Presence Rivals: Angra Mainyu. not for being Ahura Mazda’s son. They tend to help other that either needs their guidance or their financial support. Sraosa. Epic Perception. This metal God wears a helmet. he seems a hero. Marksmanship. Saurva. Fertility. Fuxi. Epic Strength.
Odin. the one that brings the rains and causes the plants to grow healthy.
. allowing them to promote truth. Tistrya appears many more times in the World than the rest of the Yazatas. Anubis. He is also the prophet of the Yazatas. mainly cattle. Epic Charisma. Epic Appearance. but are also charming and intelligent. The greatest flaw on the Scions of Sraosha is their fanatic way to approach their religion. Control. Politics. a lucky climatologist. of course they consider it their greatest advantage. but many times follows a pragmatic way of thinking. Wahman ka:
Vohu Manah is the Amesha Spenta associated with the creation of all animals. Apollo. the end of the wicked by a wave of molten metal (Ayohsust). Awareness. many times a priest. Magic. the Yazatas learned to use the Asha principle. Associated Powers: Animal (cattle). Sky. Epic Intelligence. a forest ranger. He accompanies the souls of the just to Garodemana. The Dagda. Melee. Medicine. Medicine. Epic Manipulation. as a veterinarian. Frigg. Yama
Aka: Tishtrya ka:
Tistrya is one of the few Yazatas that already defeated his antagonistic Daeva. Awareness. Asha is present in all existence and in good intentions. Mithra. mainly weather. He is the God of seasons. Mananán Mac Lir. Occult Rivals: Angra Mainyu. a right well earned for defeating Apaosa. Prophecy. Heimdall. Science Rivals: Angra Mainyu. Empathy. Associated Powers: Asha. Baron Samedi. Epic Stamina. The Devas don’t like the Yazatas mainly because of them. and a researcher that investigates the use of animal organs on humans among others.Sraosha is Daena’s teacher the first of all to worship Ahura Mazda. Hachiman. Shennong. Many medical Scions of the Yazatas come from the children of Vohu Manah. He is also a keeper of the Chinvat Bridge and also guides the souls of the deceased that travel to Garodemana. Order and Justice. Command. Guardian. Water Abilities: Academics. He is always eloquent and smart. but other positions are common. order and justice. Survival Rivals: Angra Mainyu. except when Fate prevents so. Associated Powers: Animal (cock). many of them knowing were their place is and were to be at a given time. a member of a funerary agency and others. He has been the weather man. Investigation. at least in their point of view. Epic Intelligence. it is Truth. Vishnu
Pantheon Purview: Asha
The Persian Gods believe in the principle that is Asha. Lugh. many times associated with things that will come. a hunter that does it to maintain the balance between species. Asha. His Scions are as devoted to animals as their father. assisting Daena in her duty to the Yazatas. Persephone. Vohu Manah still protects the animals the best way he can. Quetzalcoátl. The Morrigan
Aka: Bahman. like guardians of peace or messengers of the gods. Shango. Epic Charisma. Sarasvati. Apaosa of drought. Integrity. They are both beautiful and trustworthy. Fertility. Psychopomp Abilities: Animal Ken. a forecaster and a fortune teller. In the modern day. Psychopomp Abilities: Animal Ken. Aka Manah. Fuxi. To him obeying Ahura Mazda is all that matters and his word is an unbreakable law. a religion expert. On the World Sraosha is commonly a Zoroastrian fanatic. Epic Charisma. So. Integrity. the one that knows what will come in the near future. Aeshma. Asha. They are many times blamed of causing unnecessary fights and creating enemies for the Yazatas. They are known for never being late. Tistrya’s Scions as just as free as their father. Anubis. Death. It is he’s destiny to defeat Aka Manah at the Frasho Kereti.
This effect lasts for a scene.
Fight for the Truth (Asha
Dice Pool: Legend + Willpower + Conviction Cost: Varies Nothing ranks the higher in the Yazatas hearts than fighting for the truth. If rolls result is a blotch than the scion enters the Self-Destruction Virtue Extremity. If he acquires more successes than a shapeshifted’s (Legend + Willpower + Stealth) he can see his true form. This effect lasts until the end of the scene. as a miscellaneous action.
Dice Pool: Manipulation + Politics Cost: Varies The Yazatas want to promote truth. The Scion rolls (Perception + Empathy). will cancel it. in yards. even if that isn’t in the others best interest. the Scion can sense if what he hears is true. he gains an additional Legend point for each success that he acquires on the Conviction roll. This only works if the idea is about facts. Up to once a day. At a radius equal to the number of successes gathered in a (Manipulation + Politics) roll.
Reward of the Rightful (Asha
Dice Pool: Conviction Cost: None The Yazatas acknowledge the rightful and many times reward them for their work. not opinions. and doesn’t mean that he comprehends it or that the source knows the actual truth.
The Inner Aspect (Asha
Dice Pool: None Cost: 5 Legend + 1 Willpower
. creatures attempting to lie must first succeed on a (Legend + Willpower + Integrity) on a difficulty equal to the number of Legend spent when activating this Boon. The Scion must remain Inactive to this power to function and any other action. even speaking. the Scion enters Summary Judgment Virtue Extremity and gains a bonus dice to all rolls per Legend spent up to a maximum of the Asha rating. the Yazatas want to gather information about who are shapeshifters and who aren’t without their knowledge.
Prevent Prevent Shapeshift (Asha
Dice Pool: Legend + Willpower + Integrity Cost: 1 Willpower Shapeshifting is one of many forms of falsehood in the world and an abomination in the eyes of the Yazatas. At the cost of 1 Legend per idea. Once per scene and for a number of actions equal to the number of successes in the (Legend + Willpower + Conviction) roll.Acknowledge the Truth (Asha )
Dice Pool: None Cost: 1 Legend per idea Recognizing that a truth is being said is the first step in the comprehension of the principle that is Asha. The Scion can meditate as Inactive Actions (with DV 0) and prevent any shapeshifting effects in a yards radius equal to the number of successes on a (Legend + Willpower + Integrity) roll to occur.
See the True Form (Asha
Dice Pool: Perception + Empathy Cost: 1 Willpower Some times. the Scion can make a prayer to ask for such compensation.
The Ahura form does not end when the Scion is out of enemies: all creatures are imperiled in the face of his unholy rage. Melee and Thrown attacks. Melee and Thrown attacks.122). • The Scion gains a number of successes equal to his Legend to any and all damage rolls made by Brawl. up to three heads and six arms. • The Scion gains three additional dots of Vengeance and is considered to be under the effects of the Implacable Nemesis Virtue Extremity (Scion: Hero p. exalting light. The Scion gains +1 dot of hideousness-based Epic Appearance.146) that cannot be cancelled until the end of the scene. 133). • The Scion also has activated the Life-Giving Rays Boon (Scion: Companion p. jutting fangs and.121).The Yazatas know the power of their kindred. for the faith of the Scion is returned to his defense. that character is the Scion’s primary target of aggression. The Scion’s Order Virtue also drops to 0. • Any beauty-based Epic Appearance immediately drops to 0 and he loses the use of all associated Knaks for the duration of the Ahura form.78) and Wind’s Freedom (Scion: Hero p. • Mortals who have not been trained for violent situations will flee the scene immediately and those who have been trained for such situations must each spend a point of Willpower to remain in the area. for the faith of the Scion is returned to his defense. as well as the Dreadful Mein Knack (Scion: Hero p. of course). The person attempting this action gains a number of bonus dice equal to the Order Virtue of the Scion in Ahura form (disregarding the penalty to that Virtue that the Ahura form inflicts. This form ends at the end of the scene. • The Scion gains a bonus to his bashing and lethal soaks equal to his Conviction Virtue. the God instead he achieves his Divine form. • The Scion gains three additional dots of Order and is considered to be under the effects of the Summary Judgment Virtue Extremity (Scion: Hero p. that have the following mechanical effects: • The Scion gains +1 dot of beauty-based Epic Appearance. which lasts until the end of the scene or until he is coaxed out of it by his friends or his primal urges. for he is filled with evil and cannot understand the value of order and justice. however. A successful (Charisma + Command) roll by a leader or figure of authority at a difficulty equal to the Scion’s Epic Appearance will prevent such a rout as well. 33). Upon releasing his inner evil permanently. • The Scion gains a number of successes equal to his Legend to any and all damage rolls made by Brawl. For the duration of the attempt. as well as the Game Face Knack (Scion: Ragnarök p. with the relevant use of Remove Inner Evil Boon. claws. In the Ahura form. accumulating a number of successes in an extended roll equal to the Scion’s (Legend + Vengeance) x10. very often. the Ahuras. green or indigo.
Truth of the Soul (Asha
Dice Pool: Manipulation + Empathy Cost: 1 Willpower
. • The Scion gains a bonus to his bashing and lethal soaks equal to his Conviction Virtue. • The Scion’s DVs decreases by 1 per dot in Endurance. the Ahura form has the following mechanical effects: • The character is now able to inflict lethal damage with unarmed attacks. Those attempting to lure him out of his rage – whether drawing on friendship or trying to temp him with beautiful women or a wonderful meal – must make (Charisma + Persuasion) roll. • The Scion’s DVs decreases by 1 per dot in Endurance. Regardless of the cosmetic effects. the Demigod has skin colored some vivid he such as scarlet. While in this form he appears as a western Angel. and if it is in their interest they will assume their ancient form.
Force Original Form (Asha
Dice Pool: Strength + Occult vs. The other application allows. this cost 2 Legend. the bigger your shadow becomes. To use this Boon the Scion must grab the object or perform a grapple. but only requires one success on the roll. Instead of increasing their Magic rating. If the Scion achieves more successes. this works by converting one purview on another while maintaining the total sum of ranks of the boons constant (that is if a God had the first four boons of the Chaos Purview it means that he gains 10 ranks to spend. A God cannot spend more ranks in the new Purviews than he had lost. the target assumes his original form for one scene. The Scion rolls (Strength + Occult) against the target’s roll of (Legend + Willpower + Integrity). The Scion can also return true form to objects. That makes him enter the Fanatic Zeal Virtue Extremity instead of gaining Dark Virtues. The following list indicates the conversion from the old Purviews into the new Purviews: Old Purview New Purviews Chaos Guardian or Justice Darkness Moon or Sun Frost Fire or Water Illusion Magic (Spells) or Moon The God also cannot use negative applications of the Health Purview and lose all Epic Appearance that exhibit divine ugliness. This cost twice the original cost of the shapeshifting. If the target garners more successes than the Scion. in himself or others. Legend + Willpower + Integrity Cost: Varies The Yazatas know that there are many enemies capable of shapeshifting.”
. the God can permanently remove his inner evil. The effect lasts for a number of days equal to the number of successes on the (Manipulation + Empathy) roll. and now the Scion can force others to assume their original identity. at a minimum of one Legend. he will be unable to make his target return to his original form for the rest of the day.A person can be playing a role to another that isn’t who she really is.
Remove Inner Evil (Asha
Dice Pool: None Cost: 1 Willpower or 1 Willpower dot The final stage of the Asha is to achieve perfect Goodness and as this is contradictory to their Ahura ancestry. It is an old say of the Yazatas: “the closer you get to the light. the Scion gains additional spells. At the cost of 1 Willpower the God can repress any Virtue Extremity. sinners to the truth of the world. or prevent any evil deed to come to pass (the Storyteller is the final arbiter for what is an evil deed). The Yazatas can use the Truth of the Soul to force a person to behave like they would like. even as answering bad to a boss or performing evil deeds. The other down side is that when the evil is expelled from the God it creates his worst enemy: a Daeva. Additionally this also prevents the use of some Purviews while exalts others. at the cost of one dot of Willpower. the God must remove his inner evil to achieve it. This also cancels their Fated Role. those 10 ranks can mean the fourth and sixth boon in the Justice Purview or the tenth in the Guardian Purview).
invisible to all. but due to their mischievous behavior the Scions of the Yazatas must lock them in a similar fashion. Its shadow over a person indicates that he has the divine right to rule. Always female and beautiful. Tireless Worker). especially in the brief moments before he consumes himself in fire to be reborn. The female Peri appear as young females with very fair color. golden hair and light colored eyes besides the obvious insectoid wings. but displays instead powerful wings and beautiful tail feathers. The Huma are always airborne and so the Scion of the Yazatas needs a Relic to call forth the Huma bird that is easily the size of a condor. the Huma retracts his legs and feet almost all the time. but only a few ones are selected to perform the most important tasks.
. Their colors are always beautiful to the sight. commonly living in their own tiny little Terra incognita known as Paristan. Paristan is so tiny that only fairy sized creatures can enter and only the Paris know its location (and are quite zealous about it). Only the female Peri come out of their land. the Abans are the divine protectors of the waters. the Huma also has Epic Dexterity 1 (Lightning Flier*). Endurance 3. the Peri also have Epic Wits 1 (Rabbit Reflexes). preferring to instead eat only carrion. Divine Fortitude (sleep). The Peris can serve as regular followers. Guide )
The Peris are fairy-like creatures stuck between good and evil. In addition to its normal characteristics. Epic Stamina 3 (Holy Fortitude. living his entire life high in the sky. They respect their place in the world and those given to Scions know that they are tools for the greater good.Birthrights
Huma (Creature . Relic )
The Huma bird is a mythological bird that never landed. The Peris use the same template as for the Sprites. Epic Appearance 1 (Come Hither) and the following Virtues: Conviction 3. It’s also said that those who kill this divine bird will die in forty days. This Bird of Fortune is so divine that it avoids killing for food. They instead have a Legend rating of 2 and their only Virtue is Order with a rating of 5. on page 329 of Scion: Hero. a single and wiser Peri could serve as a one-dot guide. for there are few males and they cannot afford to lose them. Killing a Huma bird is a terrible sin and all that do so will die at the hands of Fate in forty days. on page 63 of Scion: Companion. Its maximum flight speed is equal to 100 miles per hour out of combat or five times its normal movement rate in combat. Order 2. * Lightning Flier functions exactly like Lightning Sprinter except that it works only while the Huma bird is airborne. and Vengeance 2. Each Huma has a Legend rating of 4.
Peris (Followers to . They cannot enter the Overworlds and are persecuted by the Daevas that lock them in iron cages just for fun. Alternatively. The Huma uses the template for the Bird (Raptor). Only Scions of the Yazatas may possess Huma birds as Birthright creatures. Due to never requiring to land.
Aban (Guide )
The Abans are yet another type of Lesser Immortals of the Yazatas hierarchy that serve under Anahita. with each dot representing five Peris. earning the title of Bird of Paradise. In addition to its normal characteristics.
Parry DV —. Epic Manipulation 4 (Blurt It Out. Holy Bound. Self-Healing). Epic Perception 1 (Refined Palate). Integrity 2. They collect the urvans. Holy Rampage). Damage 9B. There are also some rumors that Anahita was herself an Aban that fell in the good graces of Ahura Mazda. the experiences that people gather until they die. Epic Dexterity 4 (Cat’s Grace. Social Chameleon) Join Battle: 10 Attacks: Clinch: Accuracy 9. Light: Accuracy 10. Epic Wits 4 (Opening Gambit. Sun. Stamina 5. Presence 4. Perception 5. Mystery and War Purviews. Preach On). Divine Balance. Control 2. Melee 2. but it would be wise not to mention it in her presence nor on her subedits or spies. Speed 5 Unarmed. Fortitude 3. Hard Sell. Rabbit Reflexes.
The Fravashis are a type of a Lesser Immortals in the Yazatas hierarchy that serve under the wing of Haurvatat. but never their Avatar expression and their epic attributes top at a rating of 7. Speed 6. Epic Intelligence 2 (Know-ItAll. Epic Charisma 6 (Benefit of the Doubt. Wits 6 Virtues: Conviction 2. Come Hither. Their appearance is always similar. Speed 4 Soak: 4A/10L/12B Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/Incap Dodge DV: 10 Willpower: 7 Legend: 9 Legend Points: 81 Other Notes: Many Aban posses powerful Relics thru which they channel their Purviews. Charmer. Compelling Presence. Order 4 and Vengeance 2 and they posses various boons from the Fertility. Intelligence 6. Appearance 8. Instead of the Vanir’s Virtues they posses Conviction 2.
. The following template depicts a generic Aban: Attributes: Strength 5. Dexterity 7. Inner Furnace. Craft 1. Parry DV 12. Monkey Climber. War and Water purviews. Athletics 3. Marksmanship 2. Two Purviews. reflected in the cup’s liquid content. Perfect Partner). The cup also reveals deep truths that tend to escape to the grasp of asha. Charisma 7. Epic Appearance 4 (Center of Attention. One Unique Two-Dot Power) This cup was used for divination by the ancient rulers of Persia. Parry DV 11. Heavy: Accuracy 8. Holy Fortitude. Endurance 4. Order 2. Occult 2. commonly from the Fertility. Many also posses additional boons form other Purviews. Endurance 3. Blessing of Importance.The Abans can climb the hierarchic stairwell of the Yazatas. Epic Stamina 4 (Damage Conversion. With it the user could observe all the worlds or make perditions about the future. Vengeance 3 Abilities: Animal Ken 4. Thrown 1 Supernatural Powers: Boons: All boons from the Water Purview up to the eighth dot and all boons of the Health up to the fourth dot. The Cup of Jamshid grants access to the Mystery and Prophecy Purviews and allows the user to view whole areas that are no further than (Legend x5) miles. Perfect Memory). Moon. Kill the Messenger. Empathy 3. Art 2. Jack of All Trades. Epic Attributes: Epic Strength 3 (Crushing Grip. P Unarmed. Health.
Cup of Jamshid
(Relic . to improve themselves in the ongoing battle between good and evil. as if all the appearances of former owners of the urvans were placed on top of each other in a way that they appear to have the most common traces of mankind. Damage 6L. Inspirational Figure. Regeneration. on page 108 of Scion: Ragnarök. BFF. Survival 2. The Fravashi use the same template as for the Vanir. Overt Order). Serpent’s Gaze). Awareness 4. Manipulation 6. Brawl 2. some Abans are known as Ahurani for they wedded the Ahuras. Medicine 2. Damage 9B.
to . One Purview. despite many other Pantheons finding odd to give a Scion a plant to care about. the older it is the less potent it gets. Nowadays they are much smaller. One to Five Unique One-Dot Powers) The Haoma is a plant and. (Relic
. this makes each Magic Carpet unique in its own way. Solomon’s carpet was made of green silk and golden weft. For this have any effect on nonlegendary beings. rounded down. in legendary creatures the effect automatically takes effect. This produces a cup of parahaoma with the lowest potency of the Haoma twigs used. they have few twigs to spare. equal to the number of cups consumed. One Unique Three-Dot Power) Magic Carpets greatly vary their sizes. the player rolls (Perception + Legend) to determine its potency. while reciting the Yasna. • It can be consumed to reset the time that the being can be without food or water. Because the most potent Haomas are quite young. are six small Haoma twigs. most are capable of carrying two to three people and the biggest top at ten. equal to the number of cups consumed. Once consumed the parahaoma it has a number of effects equal to its potency and the effects always reflect the consumer’s needs. Magic Carpets grant access to the Sky Purview and allow the user to travel in his carpet at a flying speed equal to his dash speed for no cost or double his dash speed at a cost of a Willpower and a Legend point. This plant has many powers. (Relic
. The player of the character chooses a number of effects equal to the Haoma’s potency that can be repeated from the following list: • Adds a bonus dice to all rolls using Mental attributes of the being. • It can be consumed to reset the time that the being can take Fatiguing Activity without rest. the liquid that actually is consumed. For example. it is very important for the Yazatas. it must be produced between sunrise and noon. sixty miles long and sixty miles wide. The ingredients to prepare the Haoma and transform it in parahaoma. The collected twigs grow in a number of weeks equal to the number of twigs collected times its potency (Haoma’s potency x number of twigs collected). The Haoma still grows on the world despite it being rare. The potency of the Haoma depends on its age. This is all mixed together and boiled until the Haoma twigs dry. a cup of milk and a couple of twigs and leaves from a pomegranate tree. All effects end after 24 hours. • It halves all healing times and poison durations per cup consumed. that could transport thousands of people in it. shapes. After a year the potency of the Haoma also decreases by one to a minimum of one. • Adds a bonus dice to all rolls using Physical attributes of the being. motifs and construction. A gallon is about 16 cups. two cups of water. The potency of the Haoma is a third of the total successes gathered by the player. It appears similar to the ephadra plant that grows in mountainous ground and appears mixed with it. but must be prepared first thru a ritual of great importance to it have any effect on non-legendary beings. consult the following table to determine how many twigs can be collected: Haoma’s potency Total of twigs that can be taken 1 25 2 20 3 15 4 10 5 5 Once collected the maximum number of twigs the potency of the plant decreases by one to a minimum of one.
Scions of the Yazatas
. In the end Arsalam stole Fulad-zereth’s weapon and completed his destiny. Many animals also make their presence in as creature birthrights including dogs. Additionally if someone uses a Magic Spell on the user. Guides other than the Abans and the Fravashi commonly are Ghosts (Scion: Hero p. Scion: God p. but legendary animals too such as the Homa (that is similar to a griffin. One Purview.
The Scions of the Yazatas posses many types of birthrights. 333).ShamshirShamshir-e Zomorrodnegar
(Relic . sold their souls to the Daevas and Angra Mainyu. he destroyed the army of Key Kavus. Scion: Hero p. If the Scion lets his blood run thru the heart and gives it to drink to a blind man or to someone with imperfect vision. nad gifted his weapon the ability of protecting herself against magic and the ability to cause powerful wounds. all uses of the Magic Purview on Shamshir-e Zomorrodnegar automatically fail and all wounds inflicted by this weapon cannot be healed unless covered in a solution involving organs or parts of a Daeva’s body. birds and cocks. Fulad-zereth’s mad witch mother loved her son so much that. If a Scion lets his blood stay inside the heart for more than a day and possesses the Death or Magic Purview as associated with his divine parent then he can access it (the Death or Magic Purview) instead of the Health Purview. This sword uses the same stats as the spatha. another common types of followers are the Ghilan and the Anauša. cattle. One Unique One-Dot Power) This emerald-studded sword once belonged to King Solomon and then to Amir Arsalan and was used to kill Fulad-zereth and his mother. Quite strong and skilled in sorcery and necromancy. they recover their vision. Two Unique Two-Dot Power. Other Relics also make their presence such as the helmet made from the head of Sepid and others. 299). This powerful spell made Fulad-zereth a powerful horned Daeva. bulls. in order to make him invulnerable to all. his commanders and paladins in the aftermath. The Heart of Sepid grants access to the Health Purview. Two Unique One-Dot Power) Sepid was the chieftain of the Daevas of Mazandaran. he can spend a point of Willpower to try to counter it by rolling more successes than the caster has Legend in a (Legend + Occult) roll. capturing him. 292) or Takams (that are similar to Nymphs. His heart and blood were used to cure the king’s blindness and his loyal subjects. both depicted in page 61 and 62 of the Scion: Companion. They are imprisoned in a dungeon until they are freed by Rostam after killing Sepid.
The Heart of Sepid
including Gaokerena. The architectural features of Sequin are vast and varied. a Daeva. who governs the city. ask its guards to allow passage. Airyanem Vaejah is the most perfect of his sixteen original lands. the reason for why the Daevas always plot to find and invade this beautiful place. but is also protected from all this invasions by ten Kara fish and a three-headed donkey of enormous size. for the Ghul are very reclusive and preferring to live in
. the Persian Holy Land
In the eyes of Ahura Mazda. much more commonly. This land is fated to be where the Ayohsust will start and where the survivors of Ayohsust will gather. the only visible sign of Sequin is a wooden door on a stone arch. The Yazatas incentivize their Demigods to help Terra Incognitas in their fights against minor Daevas or Titanspawn. can sense evil in the heart of the dead and steals many souls to take them to Drujdemana. the slave pits of Duzakh. maintaining the preempire Persian as a model. to meet Daena and earn their entry in their eternal home. To reach it. the Chinvat Bridge.Cosmology
The Persian Cosmology is strange to all other Pantheons. Any Scion that enters their Underworld will find that it is filled with enemies of the Yazatas. fights between clans happen. a tree of life similar to those found in the Garden of Hesperides. It is constantly attacked by plagues of lizards and frogs. The King is most of the times a Marid or an Ifrit. and Gods in general. The social organization in Sequin didn’t change throughout the ages. after Frasho Kereti. many combining Persian with Arabic or Babylonian architectures. The guardians commonly are a combination of Ifrits and Marids. Sequin. To avoid corruption from both humans and Angra Mainyu. Home of Genies
The land of Genies is located in the most inhabited and deserted place of Persia. so force the entrance isn’t a great idea. When problems affect the city or. This Terra Incognita holds many of the important trees and plants of the Zoroastrian faith. somewhere in Khwarezm. their Overworld. most of them nemean. many times by reaching to a deal between parts. When allowed passage one must pass through the door to enter the Terra Incognita itself. Then there’s the King. and will likely face certain death or become a slave of the Daevas. the dead instead travel a great rainbow bridge. he is the one responsible for solving them.
Sequin. Airyanem Vaejah. their Underworld was conquered by Titan worshipers a long time ago. Its location is a secret of the Yazatas. Garodemana. They are organized in clans. Clans govern their people the way they please if it doesn’t interfere with other clans or the city itself. chosen from the leaders of the clans with the approval of the Yazatas. between Yazd and Kerman of modern Iran. the travelers must first cross the desert and. but there are a few that combines them all for other similarities. some of their Terra Incognitas are ruled by much inferior beings compared to the Yazatas. upon arriving to Sequin’s entrance. In the middle of Airyanem Vaejah lies a copy of the Yazatas Overworld that functions like an Axis Mundi entrance to Hara Berezaiti.
Airyanem Vaejah. This place has very few intelligent creatures living here. Sequin remains invisible to the human world by the magic of genies. a massive city that could accommodate all genies. The sad thing is that Vizaresh. When more powerful adversaries come to destroy this sacred land. Here is presented two examples of Terra Incognitas under protection of the Yazatas. but accidental findings have occurred. even the Gods protect it with all their might. but there are still some creatures like the Chamrosh. most of which are composed of the same kind of sub-race of genie. Because of their corrupted Underwold. Duzakh. is present for when the time comes to vanquish evil from all the Wolds. Hara Berezaiti and the Chinvat Bridge that connects all. Ahura Mazda sealed off Airyanem Vaejah as a Terra Incognita. Also the land of the Daevas. with constructions inspired from all the conquests of Ancient Persia and some even appear a mixture of ideas.
allowing a direct path between the arriving souls of the dead and Hara Berezaiti. ash storm. and end being seduced by the other possibilities that Vizaresh presents in the dark depths that lie beneath. The Chinvat Bridge also connects to various Terra Incognitas of the Yazatas. Rashnu and Sraosha. A Scion can access the Chinvat Bridge by entering in a Tower of Silence or assist a believers’ bury or cremation.
Chinvat Bridge. burning heat and many others. only a few black and knarred trees live here. When measuring the good and the evil done during his life. but was overrun with the demons that are the Daevas. it can snow. terrifyingly dark. it’s simply is not the end. Most of humans that have half-jinn children and their magical family have formed a very small clan on their own. Here live the most powerful of the Daevas. and only after Frasho Kereti it will restore its former purpose. The souls walk the bridge towards the Fravashis that wish to collect urvans. including their leader Angra Mainyu.the outer edges of Sequin. getting afraid of crossing it. a Scion will realize that he is now in the middle of the Chinvat Bridge instead of the Fire Temple. the Land of the Daevas
The Land of the Daevas is a pit of despair. Nowadays many believers instead bury or cremate their dead. The connection with Aeon exists due to the unstable alliance between the Yazatas and Aeon and was magically enchanted so that when Zurvan stops being the leading Avatar it will crumble into nothingness. and let them exposed to the elements. attracted by their rewards that are waiting in Garodemana.
Duzakh. while preventing the bridge from being overrun by Daevas is the job of Mithra. as a way to achieve peace. Those who can reach the top of Alburz can also see the path that leads to the mountain of the Gods. The Chinvat Bridge appears as beam of light for the souls to walk on. somewhat between a rainbow and the Milky Way. a Scion can meditate during any of its ceremonies. the Scion can touch the silvery carved vase on the white marble table in any fire temple to access the Chinvat Bridge. stinking and extremely narrow. quite deep. The problem is that the more wicked see the bridge extremely narrow. the Greater Titan of Time. the Zoroastrians putted their dead on top of remote towers. Some minor Daevas leave this wrecked place for it to be too much for them. making this a desolated rocky place. the Connecting Chain
The thing that makes the Yazatas Cosmology so different is the existence of the Chinvat Bridge. There are other inhabitants of city other then the genies. Duzakh was once the Underworld of the Yazatas. the Jinn would allow the entrance of humans or even expose Sequin to the human world and the Shaitan would bring chaos and havoc to the city. sand storm. This makes vegetation almost impossible. These are the most common ways of accessing this mythical bridge: Tombs and Funerary Architecture: The traditional burial of the Zoroastrians is inexistent.
. when they give up living as eternal slaves. This is a place here torture is common to all those that defy the chaotic mind of Angra Mainyu. Natural Features: The mountain range of Alburz is said to be the created by the Ahura Mazda as the place from where all mountains were born. Rituals: While in a Fire Temple. hail. There are also some half-jinn here. called Towers of Silence.
Passages to the Chinvat Bridge
The Chinvat Bridge works in a similar fashion to an Underworld. but the strangest of all is that it has access to Aeon. living by consuming the souls of the dead stolen by Vizaresh. a long time ago. it is where the souls of the departed go to seek their final resting place. invading the world or Terra Incognitas. rain. and appears as much wider as the soul is pure. Daena also seeks the souls of the deceased to help protect them during their passage. Even the weather in Duzakh is impossible to predict. ambassadors from some pantheons and humans that freed their captured genie that were considered worthy to live near them. Times: During the Muktad ceremonies. for they are the only ones that consider living with a human.
A Daeva is as strong as the God that created him. The Daevas also suffer restrictions to their boons. but the Daevas is always under the Ahura Aspect effect of Inner Aspect Boon (Asha ) and possess Dark Virtues. through the act of removing his inner evil. At the feet of Hara Berezaiti lie the steppes of Airyanem Vaejah. especially due to the fact of no Deva helped fight the Daevas for it to be the Yazatas’ problem. the tension between the Yazatas and the Hindu Gods is enormous. Indar. The Indra’s role is as destructive as Indar’s. although Angra Mainyu denies it. The Daevas usually try to invade the Chinvat Bridge by exiting Duzakh to Arezur Ridge and accessing the Chinvat Bridge at the top of the Alburz. the Holy Mountain
The home of the Persian Gods was the first mountain created by Ahura Mazda. In here. but the Gods have no idea why. are scattered in all levels of purity.
Passages Passages to Duzakh
Duzakh is very different from the Underworlds of other Pantheons. Many even live with Ätar in the hope of passing his test in order to become the most noble of the Yazatas. through which a great river flows from the top of Hara Berezaiti with the intention to reach the great world ocean. around it the world grown and the sun and the stars revolve. so the Yazatas think they are related. Some Daevas even use these passages to attack the world or get out of Duzakh. Vourukasa. are: Akoman. where Vizaresh drops his stolen souls. They will do all the work needed in Duzakh and be eaten if they don’t. Most of the minor Yazatas live near their divine parents or near to some location that helps them fulfill their role. There are some direct passages to Duzakh. its children are the other mountains on the world. Naonhaithya. in the same way as their correspondent Yazata. allowing only harmful uses of the Health Purview and uses the following table when substituting their Purviews: Old Purview New Purviews Justice Chaos or War Sun Darkness or Moon Fire Frost or Water Moon Illusion or Magic (spells)
Some Daevas appear Devas. Taurvi and Zauri. Saurva.Across Duzakh lie many slave pits called Drujdemana.
Hara Berezaiti. the ruling Yazatas at the very top. while the least live near the bottom. this immense light promotes the growth of the Haoma and the divine white Haoma. but still don’t compare to Angra Mainyu. Most slaves are digging the Duzakh deeper and wider. They conquered the respect or fear of the other Daevas. Angra Mainyu has his throne room at the end of the pit that is Duzakh. The second in command.
Because of the overlap in the roles of the Devas and Daevas. followed by minor gods and then those who never achieved complete goodness. and own great parts of Duzakh that their master doesn’t wish to run. the sun always lights the mountain and the only darkness that exists is the one contain in the shadows of its inhabitants. the main one is Arezur Ridge in the Albuz mountain range and the other is in the deep caves of Mazandaran (that was many times sealed by the Gods and breached by the Daevas). the home of the souls of the dead that gained passage to Hara Berezaiti. All other means to access Dazakh involve jumping out of the Chinvat Bridge into the unknown that lies beneath. The inhabitants living in Hara Berezaiti are organized by their purity. and rules all those who come to this wicked place. The Garodemanas. Despite being ill advised to invade the Daevas’ home there are ways to access it. The most pure liver near the gods.
. especially Indar.
Ameretat’s hall is filled with plants of all species. never staying long in the same place. is a small mount born on Hara Berezaiti. is the home of Ätar. Located a bit lower of Mahräspand. Many Yazatas that wish to protect the Chinvat Bridge also live here and their courters are usually related to their importance in the Yazatas hierarchy. in a similar fashion to many other buildings in other Overworlds. The minor Yazata Zoroaster also lives here. it is where all must pass his tests to access to the higher grounds of Hara Berezaiti. she also spends great amounts of time in the palace of her teacher. now free from the menace that his Daeva represented.Duwasrud Nask
The fortified palace at the passage to the Chinvat Bridge is the home of Mithra and Sraosha. Those who seek his advice must either find him or be found by him. In an adjacent to his court is the resting place of those who seek to pass his tests. Visits to other Gods are also common in his wanderings in Hara Berezaiti. an Ahurani. were he usually rests.
The spring of the Aredvi Sura Anahita. learning new things every day. Khshathra Vairya’s hall is similar to an ancient court of the richest nobles. Vohu Manah’s hall is filled with all types of animals. While Daena rests many times near a Garodemana. which contains much more than its external appearance would suggest. Around this are other smaller houses for individual Fravashis and a bigger one for Daena. the queen of the Abans. lives in all Hara Berezaiti. from here he has access to his guard’s halls.
What About Tistrya?
Tistrya. Here Anahita. and the central part for Ahura Mazda. Mahräspand is a circular palace subdivided in six parts.
The fiery court and Asha testing grounds. he’s always where he’s needed. for he has the most pure of all his Scions. one for each Amesha Spenta. Abans married to Yazatas live near the shores of their mother’s great river. At the very center lays the hall of Ahura Mazda and his wife. where the souls of the dead gather. Asha Vahishta’s hall is filled with various fiery instruments of truth.
. All around Hara Berezaiti can be seen at least a minor Yazata either training for a given test or actually performing the test. From time to time either Asha Vahishta visits her protégée or Ahura Mazda in invites Ätar to Mahräspand. Daena usually rests near the passage to the Chinvat Bridge with Mithra and Sraosha in their fortified palace. Here is where the Amesha Spentas live and rest while they aren’t in missions for the greater good of Ahura Mazda. the great river that flows down Hara Berezaiti. Armaiti’s hall rests on an earthen floor with some plants. makes her home in a beautiful and open palace that is on top of the spring of the river with her name. There are several very humble houses isolated from the rest of the Yazatas. Haurvatat’s hall is similar to a rich hospital wing. It is from here the leader of the Yazatas commands his people.
These are several small palaces or houses scattered in all levels of Hara Berezaiti.
At the very top of Hara Berezaiti is a palace. Here is also the birth place of the Abans and their home until they join a Yazata or leave their mother. since his test are increasingly more difficult and take longer to fulfill. He is the one responsible for keeping the Eternal Cypress alive and though it the Axis Mundi. that all must cross to access Hara Berezaiti. These small palaces increase in size and comfort in an equal proportion to the higher they are in the Holy Mountain.
Subliminal Warning. Awareness 4. All of these might defeat an unsuspecting Scion. Do Not Want. Damage 9L. This method requires one to first access to the Bridge itself and then be granted access by the guardians of the Overworld. Survival 4 Supernatural Powers: Boons: Wind’s Freedom Epic Attributes: Epic Strength 2 (Crushing Grip. +4L/+4B) Health Levels: -0/-0/-0/-0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap Dodge DV: 9 Willpower: 7 Legend: 5 Legend Points: 25
. The other way is by touching the eternal tree known as the Cypress of Kashmar. Charisma 2. Integrity 3. The following template depicts a generic Manticore: Attributes: Strength 8. Parry DV —. P Spike: Accuracy 14. Presence 4. be it accompanied by Daena or one of its guardians.
The Manticore are now all but extinct in the human world. Stamina 6. but the strangest of all is a human-like face with three rows of sharp teeth that never stop growing (similar to those of a shark). The other problem is its own dangers and even if one reaches the Axis Mundi itself. Investigation 3. Parry DV 6. but they are exceedingly impatient and tend to attack those who parley with them. the few that are still alive live in Terra Incognitas. but one must first find it. Athletics 5. Parry DV 7. Damage 12L. Epic Dexterity 2 (Cat’s Grace. The most obvious is to travel all of the Chinvat Bridge. Marksmanship 5. Epic Perception 4 (Environmental Awareness. Manipulation 2. which they usually give only to a God. the Manticore appears as a creature of immense power with characteristics of many different animals. After that the God appears in its correspondent in Hara Berezaiti. Divine Damage Conversion). Malice 4. Epic Appearance 3 (Center of Attention. The Yazatas are worried for this beautiful and gargantuan tree is getting too old to still doing its intended purpose. some have turn their backs to their former masters and now possess free will. Rapacity 3. As all Chimeras. Epic Manipulation 1 (Takes One to Know One). Dexterity 8. Empathy 2. Damage 11L. Command 2. Light: Accuracy 14. Speed Unarmed. Zealotry 2 Abilities: Animal Ken 1. Occult 3. Stealth 5. located in Razavi Khorasan Province. Instant Assessment) Join Battle: 9 Attacks: Clinch: Accuracy 13. Fortitude 4. Speed 6. Damage 9L. Appearance 3. Range 15. Epic Stamina 2 (Damage Conversion. Predatory Focus. They’re intelligent to the point of being capable of speaking a few words or sentences. he may still to face the guardians of this entrance. Wits 5 Virtues: Ambition 1. Heavy: Accuracy 12.
There are many legendary creatures created by the Gods or Titans that still live free in the world. They commonly live in caves or sheltered places on rocky peaks. Uplifting Might). dragon-like wings. Manticores are irritable and mean and attack without provocation and don’t negotiate with its preys. Intelligence 2. Dreadful Mien). Speed 5 Unarmed. Speed 4 Soak: 2A/9L/12B (Tough Hide. the Eternal Cypress. Supernatural Hunter). Epic Wits 2 (Eternal Vigilance. Brawl 5. Trick Shooter).Passages to Hara Berezaiti
The passages to Hara Berezaiti are several although hard to reach. a tail that resembles that of a scorpion with multiple stings. Iran. so many Gods craft personalized Axis Mundi. It is also possible to reach it by climbing its correspondent in Airyanem Vaejah. Perception 5. it has a body of a red lion.
be it rivers or even oceans. They are quite ferocious.
. They will try to negotiate a way out if they are too injured. The Jinns are the ones that are commonly found in containers. but they also have Virtues. due to their closeness and friendliness towards humans. Shaitans cannot be taken as Guides. he wouldn’t serve its master if he doesn’t complement the Marid regularly. Even if someone caught a Marid. the Shaitans are the Genies that serve the Titans. in a similar fashion to the unicorns. Some possess boons of the Chaos Purview and Epic Appearance that always revels itself as divine ugliness. some even posses Dark Virtues. Humans also like them because of their Epic Appearance that always expresses itself as extreme beauty. both at a cost of one legend point and take a miscellaneous action. in a way that its carrier also benefits from the Dreadful Mien and Do Not Want Knacks. When using Genies as antagonists. they appear to be made of smokeless fire and with fiery wings. In addition to the normal trophies that all Giants possess. Many Jinns even marry humans and can produce half-Jinn children. Epic Socials and access to the Chaos. by a very skilled craftsman. They are supernatural creatures that possess free will and live in a society that is invisible to the human world. They are a hybrid class of Genies with its ancestors coming from the other types of Genies. The Karkadann use the template of a Generic Giant (Scion: Hero p. These are known for their Strength and cunning and so many posses Epic Charisma. The Marids are the most powerful and arrogant of the Genies. 280-283). for their ill intentions towards Scions. resulting in many times revealing their true names accidently. use the same template as a mortal that has a similar way of life (Scion: Hero p.
Karkadann is a race of giant rhinoceros that live in the grassy planes of Persia.
Immortals: Lesser Immortals: Genie (Guide
The Genies were once known as Jinni or Djinn. but near blindness). but will do it if they think that way their prey will die faster. and gain a dot of legend for every 250 years of living. mostly oil lamps. Supernatural Powers: All Genies can shapeshift themselves at will or become tangible or intangible. There are mainly five types of genies: the Ghul. The Ifrits are the genies that live underground and in ruins in close societies with king and clans. due to their lack of contact with humans and other genies they become much more adept to posses Dark Virtues. but instead posses Dexterity 4 and Perception 1 (due to their rapid reflexes. Their abilities extend to possess many boons from the Water Purview and Epic Physicals. Weaknesses: Their main weakness is that they can be bound to containers if one knows their true name. they posses many of the others sub-races characteristics. Manipulation and Strength and due to their closeness to fire they can also possess some boons from the Fire Purview. They also possess a tough hide that grants them an additional 4 lethal and 4 bashing soak. the Marid and the Shaitan. They always live close to water or in it. its horn can be made into a weapon with the piercing quality or into a Relic that accesses the Animal (rhinoceros) or War Purviews. And finally. twisting his words if needed. Its horn is on top of their heads. especially in hyenas. 314). Fire and Water Purviews. as a way to escape slavery in a lamp. India and North Africa. but quite similar to it. evil from the heart they only posses Dark Virtues and wish to destroy all. making them slaves to who possesses the container (commonly Genies use their sub-race names as their proper name while talking to humans). the Ifrit. driving ways all animals from its territory. If bound. but dumb enough so that they let the melted fat of dead animals blind them.Trophy: The Manticore’s head can be crafted in a shield or helmet. but due to their legends spread throughout the world they have adopted the English designation. the Jinn. the majority of Genies live in their Terra Incognita called Sequin. Also the Manticore’s stings can be crafted into arrow points or bullets that confer a +2 bonus to the weapon’s accuracy and damage. the Shaitan will perform his master’s requests in a way that do more harm than good. Other Notes: Manticores prefer to fight from afar rather than close. They commonly possess Epic Physicals. The Ghuls are lonely genies that dwell in the deserts and like to shapeshift into animals.
. Order 2 and Vengeance 4. that they use to deceive pregnant mothers into delivering their babies. with messy hair. They can only recover legend if they consume the organs of the mothers in the forty days before or after child birth. They originally came from Central Asian. Endurance 3. despite being relatively weak. but now spread to all Asia and some have even been found in the Americas. The Shadhavar positions the horn in the wind in a way that when it passes thru the horn. except that it has Charisma 5 and Art (flute) 5. 331). to resist the music the listeners must gather more successes in a (Integrity + Willpower + Legend) roll then the Shadhavar’s roll of (Charisma + Art). Als use the standard Undead template (Scion: Demigod p. lungs. In addition the Shadhavar also possesses a Legend rating of 3 and the following Virtues: Conviction 2. These undead live from the newborns and their mothers. They regain legend through devouring the hearts. but is instead of resembling a horse it resembles a gazelle with a single hollow horn. quite similar to a flute. If the mother is a Scion. The Shadhavar’s music affect every one that can hear it and they are compelled to move in the Shadhavar’s direction.Supernatural Animal: Shadhavar (Creature
A Shadhavar is quite similar to a unicorn. The Shadhavar use the same template as horses (Scion: Hero p.
Undead: Undead: Al
The Als resemble crones. +2 Epic Charisma and +1 Epic Manipulation. This music calls up animals and humans alike and when they get close enough the Shadhavar attacks them (although it doesn’t use the horn in fear of breaking it). they also regain one legend point per Legend rating of the Scion. with the addition of +2 Epic Appearance. a melodious sound comes out. appearing as bony old women.257). This way it’s user can still access the melodious power of the mythical Shadhavar. red face and sagging breasts. clay nose. livers and unborn babies at a rate of one per organ ingested and two per baby. The Shadhavar’s horn can be taken as a trophy and be used as a flute.
Time Banned Purviews: Darkness.
. Aeon is the eternal fulfiller of prophecies and predictor of time. Guardian.Titan: Aeon – Time
AKA: Ananke. They are primarily built for its inhabitants size. some think that they should be completing neutral and don’t help any part. causing an disagreement within its Avatars. The Oracle Despite being a Greater Titan. The Fulfiller. Favored Purviews: Fertility. If someone tries to change prophesized events. and by general rule an enemy of the Gods. their City. no event is too big or small to fit in Aeon’s grasp.
Cities of Aeon
There are many different cities in Aeon. sending its servants to make sure that the prophesized order is kept or for craft a new way to fulfill the same prophecies. however. Attacks based on the Darkness or Illusion Purviews. it’s his job to keep events in the correct order. Normally. Temporal creatures can access to Boons from the Time Purview up to their Legend Rating. but several other cities are under their domain. Their role in Aeon also varies. and so can access to the Mystery and Prophecy Purviews with a rating equal to half their Legend. Aeon’s Avatars live only in once City. And usually. The Gods normally use Aeon as a gateway to other Greater Titans. The cities often posses the names of those who rule them and this could be anyone from an Avatar to a simple human. others use giant flying creatures as fast transport to other cities. The Gods could visit a prehistoric village and see on the horizon a massive city alien to the Gods in its technology or construction. he corrects all changes to the timeline. for their entertainment or for labor. While some prefer to use modern aircraft. maintaining roads that connect one to another. The Constant. some posses’ crops while others are simple places of exchange or labor. are considered to have the Piercing quality. will face the wrath of Aeon’s minions. Their size varies from huge to a little more than a village. despite forbidden from leaving their Greater Titan. Psychopomp. all from different times. There is still another property of Aeon’s cities: they transform themselves. Temporal creatures are immune to Boons from the Time Purview deployed by beings with lower Legend ratings. Many cities domesticate animals that dwell in the Surrounding Jungles. When their punishments were over. never aging. Illusion
The Temporal Template
All creatures dwelling in Aeon possess this template and they are effectively timeless. helping all with its prophecies. but there are also some places that could easily been built for Gigas. These cities dot the landscape of Aeon. Cronus City is basically a farming city. In addition. Kali Yuga or even who will be the next president of the USA. Aeon’s Avatars were released from their captivity by the order of Ahura Mazda and Zeus to fulfill their punishments outside of Tartarus. Prophecy. they enjoyed a freedom equal to the Avatars of Logos. almost immune to the passage of time and appear to have some knowledge of the future. the unintelligent creatures of Aeon are not intelligent enough to use them in a strategic way. the visiting Gods could rest their eyes in a bedroom of the pre-historic village and the next time they opened them they would see that there now on a very futuristic city. such as the Ragnarök. while others choose to help all or a single group. The Keeper. Aeon also has some connections with the world of humans. Aeon is different. Aeon normally is a neutral party in the Overworld War. while Shou Hsing City is a place of knowledge.
Trauma 7). but getting there might be quite difficult. All cities under the domain of Cronus use the same architecture as did ancient Greece and Rome. then he isn’t in the Surrounding Dessert anymore. but in The Desert That Is Seth. also benefits the second. these are all desert animals from all ages of Earth. but if one can cruise into the center of the hurricane. During the Golden Age he ruled the world with his sister-wife Rhea. some that even form authentic hurricanelike winds. bald from age. there is a place to where the only thing that sight catches is more desert. The easiest way to get in is from the Chinvat Bridge that gets into The Eternal Desert. It is always possible to see in the distance a city or its Surrounding Jungle. Here are also giant sandstorms that cross the desert. The alliance of Aeon with the Gods. but the temperature shifts due to the unpredictable changes of time between day and night might weaken the most venerable.
The Eternal Desert
The connection between the Surrounding Jungles is made by a desert. there are also some other creatures that sometimes rival them. from some futuristic animal that have grown to challenge them to the little creatures present in our world. the more one travels in that direction the hotter it will get and the travelers will realize that they are no longer in The Eternal Desert. everyone did the right thing and there wasn’t any immorality. its dwellers are all of enormous size. possessing even some species that only will form in the future. And this is the way that he rules in his cities. The plant life on these jungles could make Gaia jealous. These are also the place where dinosaur-like Titanspawn dwell among the giants of Ancient Earth. from plants long extinct to some that don’t yet exist are all present. while others take years. ranging from their natural size to Typhonian size creatures. and gets to a place where all animals are from the present Earth. Zurvan grants passage from his Greater Titan to almost all other Titans.Surrounding Jungles
Close to its cities. While the rulers of these jungles could be the dinosaurs. but with a long white beard.
Getting into Aeon isn’t always easy. tossing the travelers to other of Aeon’s locations. Treat these as environmental threats that double the damage and trauma of crossing The Eternal Desert. but instead in the forest jungles of Terra. The shame he felt after being defeated by his own son Zeus is quite small compared with the shame of knowing that his beloved wife betrayed him. He resembles a huge old Antaean Giant. despite the disappearance of Rhea after the First Titan War. there are jungles of massive size from were all materials are taken for the construction of Aeon’s cites.
A giant even among all other Avatars. Cronus is the father of the Dodekatheon. in a similar fashion of the inhabitants of the Drowned Road. Lost in The Eternal Desert there is a huge sand-hurricane known for tossing travelers across Aeon. but is possible.
. it possesses this name for the people didn’t need rules or laws. to who wants them. If one gets lost in a Surrounding Jungle. In The Eternal Desert. for the passage of time here shifts with an unknown will. The constant changes of time and temperature is an environmental threat with (Damage 6B/hour. he can fly upwards into Ehekatoyaatl. and it doesn’t necessarily take a long time to cross. The main deference is that. Creatures in The Eternal Desert are rarer than in the Surrounding Jungles. but this passage is only accessible while Zurvan maintains leadership of Aeon. Sometimes one takes a few minutes to cross the dessert. The passage of a Typhonian Dragonfly resembles a huge plane crossing the sky. but still exist. There are some plants or wild life that can confer sustenance for its travelers.
Kalachakra draws from his believers the power control what happens and when it happens. he can. Speed 6. mainly Nemean critters from their Surrounding Jungles. Damage 13L. Other Epic Attributes are at the eight-dot level (with all appropriate Knacks). all of enormous size and with huge pets. preferring to destroy immediately his enemies. Rapacity 2.Cronus has a base dice pool of 24 for all actions. He is similar to many Devas. Kalachakra also all Boons from the Prophecy. Malice 2. The servants of Cronus are usually Giants. Traits: Besides the usual characteristics of their original Giant family. Zealotry 5 Supernatural Powers: Avatars: The Inevitable. Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). Damage 13L.
. Speed 5 Unarmed. Virtudes: Ambition 5. Kalachakra favors Physical Attributes. passing through the Jotun and the Muspel Giant. Light: Accuracy 25. for all is affected by the passage of time. Malice 2. Samsara and Time Purviews. Zealotry 3 Supernatural Powers: Avatars: The Green. Other Epic Attributes are at the eight-dot level (with all appropriate Knacks). Parry DV 40.
Kalachakra adopted the Buddhist faith a long time ago. for he is known to enter a rampage when finds someone that doesn’t follow Buddhism. Many Buddhists believe that Kalachakra represents the cycles of life and death or controls the cycles of time and because of them. in the same manner that Buddhists adopted him for their belief system. modified by his Epic Attributes.
The giant Avatar could only have giant followers. Heavy: Accuracy 23. The Wyrd Boons: Every one. they are simply guided by the teachings of Buddha of the visions of their master. many of them either from India or Tibet in some time in history. he possesses six arms and three heads. Epic Attributes: Epic Physical Attributes at the 10-dot level (with all appropriate Knacks). Their animals are also all giant.to eight-dot Boon from every Purview except Darkness and Illusion. Cronus favors Physical Attributes. The Inevitable. Kalachakra’s cities always tell that they belong to the Southeast Asia. But the best thing about these cities is: they almost don’t need rulers. a mockery of what he really is. They range from the standard Giants to Antaean Giants. Parry DV 42. the dwellers of Cronus’ cities also possess Intelligence with a rating equal to their Legend and Epic Intelligence equal to half their Legend. Damage 16L. Kalachakra has a base dice pool of 22 for all actions. Prophecy and Time Purviews. Speed 4 Soak: 10A/51L/57B Dodge DV: 64 Willpower: 9 Legend: 12 Legend Points: 144 Other Notes: None. and are used to perform transportation and entertainment. Their higher intelligence also serves to calm down the Giants. preferring to solve feuds with social interaction. The Wyrd Boons: Every one. Trophy: Their trophy remains the same as their unintelligent cousins. making them more sociable and not so war oriented. but are always tall and human-like. But. Virtudes: Ambition 2. Join Battle: 24 Attacks: Clinch: Accuracy 24. Giants being Giants is always expected for them to react violently to what they can’t solve socially. but he despises what they did to his idol. What distinguishes them from the other Giants is their intelligence. P Unarmed. they vary from city to city.to eight-dot Boon from every Purview except Darkness and Illusion. Rapacity 4. Parry DV —. but some possess valuable relics. modified by his Epic Attributes. as always. Cronus also all Boons from the Fertility. They also posses the Temporal Template.
Malice 4. some Japanese have round eyes. the World and the Godrealms. are neither. he blesses them with the power to control the temporal cycles. granting them the Temporal Template. as a group. Rapacity 3. Speed 4 Soak: 10A/51L/57B Dodge DV: 63 Willpower: 7 Legend: 11 Legend Points: 121 Other Notes: None. Parry DV 56. When Kalachakra believes that one achieves true Enlightenment. Simply put: the concepts of Good and Evil are both present in all religions.
The religious cities of Kalachakra are the refugee for all believers of Buddhism. Parry DV 58. but not evil and this opinion on Kalachakra in more in the view of the Hindus then in the view of Buddhists.Kalachakra’s Tantra: By spending 10 Legend points. but their believers. Shou Hsing’s cities range from the almost pre-historic village of China to the super-futuristic city of China commonly seen in cartoons.
Are Buddhists Evil?
No! Buddhists are not Evil! Some might be misdirected. P Unarmed. but none knows for sure. appearing as a little Chinese man with a huge head that keeps all the knowledge that time gives. Trophy: Their trophies remain the same as their unenlightened cousins. Join Battle: 22 Attacks: Clinch: Accuracy 22. becoming the fourth Avatar of Aeon. he felt that he wasn’t appreciated and so he decided to join those who would. Speed 5 Unarmed. Kalachakra can negate any natural or unnatural resistance or immunity to the passage of time not derived from an 11-dot Boon or Ultimate Attribute. he ascended to Titanhood. the use of animals is banished. accept the dogma of the city and do your part to maintain the cosmic cycle or the cycle will crush you. Parry DV —. Damage 12L. for he didn’t actually teach a religion or faith. Shou Hsing was mocked by his peers due to his obsession with the passage of time trough all things. and that is exactly what Kalachakra is. Virtudes: Ambition 2. After many years of work of the Avatars of Aeon. Not all Islamic people are terrorists. for his vassals are all highly intelligent and develop a utopia. Damage 12L. modified by his Epic Attributes. Shou Hsing favors Mental Attributes. Heavy: Accuracy 21. Light: Accuracy 23. He choose to catalog the time that took something to happen. They are free to cross the city or live where they choose. but rather a philosophy. Shou Hsing rule is inexistent. Kalachakra also twisted the view of Enlightenment. they are creatures that belong to the eternal cycle and will do their part. Traits: The dwellers of Kalachakra’s cities don’t differ that much from their unenlightened cousins. not all Americans are capitalists. they come from all Greater Titans. not all Chinese are communists. but all possess the Temporal Template. between his faith and his way of life. It is from over-stereotyping that holy wars are born. Hindus twisted the image of Buddha as a divinity. Kalachakra also represents the inner struggle in ones’ mind. changing his purpose to destroy all in a holy war. the Avatars of Aeon. Living in Kalachakra’s cities is simple. There are rumors that an great Time Machine is in his main city and that this may be used to prevent the Titans escape. its duration and how much time it takes to happen again. Damage 15L. but eventually all but Kalachakra are crushed. Zealotry 5
. but even with this titanic job. although the majority of its inhabitants are Titanspawn there are also some Gods that choose to follow the path of Enlightenment. In the cities of Kalachakra. Shou Hsing has a base dice pool of 20 for all actions. but always possess valuable relics. Speed 6.
Once a God of the Celestial Bureaucracy. The variety of creatures that live in Kalachakra’s domain is unbelievable. and prefers to defeat his opponents by mentally challenge them.
access to the Taiyi up to their (Legend -1) and Intelligence and Epic Intelligence at a rating equal to their (Legend -1). except they possess. but lets his sons free to do their bidding. Due to their high intelligence. Manifestation of the Inevitability: Zurvan is the physical representation of the inevitability of Fate and so he usually doesn’t possess a physical form and cannot be attacked. Rapacity 3. They use the animals of their Surrounding Jungles to perform all low intelligent works that require brute strength. he is calm and sincere. Malice 3. Traits: The Luduan posses the usual characteristics of humans. Shou Hsing always relies on his followers or other Titan Avatar’s to defend him. The Wyrd Boons: Every one. their society is a perfect utopia. Soak: 8A/34L/39B Dodge DV: 44 Willpower: 9 Legend: 10 Legend Points: 100 Other Notes: None. without crime or injustice. Zurvan also all Boons from the Asha.Supernatural Powers: Avatars: The Inevitable. he appears as a giant made from black sand. He only assumes his true form when dealing with his most loyal subjects. if it doesn’t interfere with their duties as keepers of the timeline. doesn’t possess an physical form. The Sentinel. in addition to the Temporal Template. Trophy: The Shou Hsing posses no natural trophy besides their knowledge. Other Epic Attributes are at the eight-dot level (with all appropriate Knacks). Zurvan’s Rake: Zurvan is capable of manifest sand tentacles that allow him to attack all targets that he sees. Epic Attributes: Epic Social Attributes and Epic Stamina at the 10-dot level (with all appropriate Knacks). Damage 13L. The difference to normal humans is their unusually high intelligence and consequent way of solving their societies’ problems. modified by his Epic Attributes. Parry DV —.to eight-dot Boon from every Purview except Darkness and Illusion. but it is rare to find one that doesn’t possess valuable objects. Shou Hsing also all Boons from the Prophecy. Its inhabitants are what the gods call “the closest Titanspawn to humans”. Zurvan has a base dice pool of 24 for all actions. Zurvan favors Social Attributes. P
. Guardian. all appearing human or almost human. with only some habitations for the unusual giant visitor. preferring to ally to the Gods then to fight them.to eight-dot Boon from every Purview except Darkness and Illusion. Taiyi and Time Purviews. Virtudes: Ambition 4. Join Battle: 24 Attacks: Clinch: Accuracy 24. The Way Boons: Every one. The leadership of Zurvan is uncommon in a Titan Avatar. Zealotry 5 Supernatural Powers: Avatars: The Inevitable. but if he wishes or is tricked to manifest himself. Epic Attributes: Epic Mental Attributes at the 10-dot level (with all appropriate Knacks). Join Battle: 20 Attacks: None.
The father of Ahura Mazda and grandparent of the Yazatas. none whatsoever. Other Epic Attributes are at the eight-dot level (with all appropriate Knacks). He simply chooses to be heard by his allies in the Godrealms and his opponents in Aeon. Zurvan tries to rule time with an iron fist. Psychopomp and Time Purviews. the Luduan. constantly correcting Aeon itself and other more mysterious events. Speed 6. The traveling groups under the leadership of Zurvan are the most willing to correct changes to the timeline.
The cities of Shou Hsing are all human sized. Choosing to simply being heard by his opponents.
Light: Accuracy 25. It also has the ability to shoot four or more tentacles from its abdomen. Damage 13L. Shiva. and knows the movements of an enemy. with the addition of one dot each of Epic Strength and Epic Stamina. including a familiar ally. Damage 16L. This sense of time's passage grants the Scion the ability to accurately time to release of mechanisms and flight times of objects he is familiar with. These beasts are the guardians of the timeline. They know that playing with time can cause serious damage to the future and invoke the wrath of Fate through the hands of the Dahaka. those who have mastered it are rare indeed.
Unlike the other Titan Avatars of Aeon. using greatly the Time Purview. Associated With: Isis. Parry DV 40. Other Notes: If a Dahaka can complete a correction of the timeline. Yama
Internal Clock (Time •)
Dice Pool: N/A Cost: None The Scion senses the passage of time with atomic clock precision. the symbol of infinity. As Time was generally a Purview of Titans and forgotten gods. Zurvan’s followers don’t live in cities. Thoth. each Dahaka possess enough sand for (the Dahaka’s Legend) uses. The Dahakas appear as a massive and powerfully built humanoid. Kali. he can commit a surprise strike as the target comes into view. if rendered unconscious the Scion knows exactly how much time he has been out. clad in black. he sees his Legend score increased by one. If he has a familiar weapon.
. Their Legends varies with their age. Tsuki-Yomi. but in the middle of the Eternal Desert in small traveling families. Heavy: Accuracy 23. in addition to the above.Unarmed. The Dagda. The Dahaka can use its Time Boons to nullify the effect of other creatures Time Boons. though the area around it always covered in shadows. which if released at a constant rate allows the owner to receive the benefits for the first Time Boon. Speed 5 Unarmed. Tlaloc. physical manifestations of the inevitability of fate. 281283). Izanami. If the target has a supernatural protection from surprise they make a contested roll of (Intelligence + Science) against (Wits + Awareness). Speed 4 Soak: 8A/35L/41B Dodge DV: 47 Willpower: 9 Legend: 12 Legend Points: 144 Other Notes: None. Furthermore. even if he can no longer see him. He always knows the exact time and dates to the microsecond and as such automatically senses any time disruption effects used in the area. It has long ramlike horns that twist in the form of a lemniscates. which it uses to capture the perpetrators of the timeline. but cannot parry. The sand once used this way cannot be reused. Trophy: The trophy for the Dahakas is a special kind of sand called the Sand of Time.
New Purview: Time
Gods have always known and sometimes even feared the power of Time itself. Traits: The Dahakas use the traits for a generic thug or grunt soldier (see Scion: Hero. His main followers are the Dahakas. pp. one dot in Epic Strength and Epic Stamina. and appear on the world and other Greater Titans only when the timeline is disrupted. and its eyes burn with a fierce inner light. but all of them posses the Temporal Template. Parry DV 42. When the Legend score of a Dahaka increases he will attain. The timing is so precise that surprise is automatic as long as the target did not change course or speed unexpectedly. They also can attack at the distance of Legend yards using their tentacles. Vishnu.
up to a number of times equal to the Scion’s Legend. Increase the difficulty by 2.
.. for every -2 dice penalty all the creatures’ actions have their DV penalty increased by 1 and have their movement rate reduced by 1 yard. Month. for every 2 bonus dice all the creatures’ DVs increase by 1 and have their movement rate increased by 1 yard. though it should be 11 p. Millisecond. the activation roll is contested against the victim’s (Willpower + Integrity + Legend). Day. it is noon. the Scion. can give a 1 bonus die and increase the dash rate by 1 yard. To make a creature react faster. Additionally. The effect last for a number of actions equal to the success on the activation roll. Time is Subjective lasts for a number of ticks equal to the number of threshold successes. the power doesn’t work. in the following order: Era.
••••) Time is Subjective (Time ••••)
Dice Pool: Manipulation + Empathy Cost: 1 Legend per target per time modification (see below) Now the Scion can change how others perceive time. but everything else goes at the modified speed. he would have has been less likely to notice it (roll Perception + Awareness). additionally for every other Legend spent he can increase the die penalty by 1 and reduce the dash rate by 1 yard. Hour. For example. To make a creature react slower. which is he has the power to make creatures react faster or slower to events. All those inside the area can interact at normal speed. For example: Titanspawns weaker to light that enter an apartment will realize only too late that. If the subject had walked out in front of a car. additionally for every other Legend spent he can increase the die bonus by 1 and increase the dash rate by 1 yard. If the victim has an equal Legend rating. at a cost of 1 Legend per target. The subject gets so caught up that he pays no heed to events around him unless they are obvious and dangerous. and sense the flow of time of the target. up to a number of times equal to the Scion’s Legend. Minute. thus suffering from the sunlight. The subject may have been intending to go to the store. at a cost of 1 Legend per target. This Boon may only be used in closed spaces and if anything enters or leaves this space the effect immediately ends. Every threshold success grants one part of a date. the trance-like effects would have been broken.
•••) Looping the Mind (Time •••)
Dice Pool: Manipulation + Empathy Cost: 1 Willpower The Scion now has the power to cause a single subject to continuously repeat his own actions. without ever realizing he has been repeating himself. can impose a -1 die penalty and reduce the dash rate by 1 yard.m. The base difficulty is the target's Legend rating (or twice the Relic rating for Relics). visitation. For every success an hour takes 1 minute more to pass or 1 minute less to pass. but gets so carried away that he finds he has been walking for an hour and is now far away from both his home and the store. but if he did. or when the raw material was made into the object. If the Scion chooses to look for the age of a significant change in the target. such as last major wound. a subject may be walking along when the Scion uses this power on him. The difficulty of the (Manipulation + Occult) roll equals to the highest of all targets’ Legend.••) Temporal Analysis (Time ••)
Dice Pool: Intelligence + Science Cost: 1 Legend The Scion can touch an object. organic or inorganic.
•••••) Dictate Hours (Time •••••)
Dice Pool: Intelligence + Awareness Cost: 1 Legend per passing hour The Scion can dilate time in an area so that the hours pass in the blink of an eye or take forever to pass. If the victim has more dots of Legend than the user. The difficulty is based on the precision and distance through time. Additionally. Second. Year. the Scion.
but in a different time. he opens a portal from the Present to the Past or the Future. and can go either direction through time.
•••) Open Time Gate (Time ••••• •••)
Dice Pool: Strength + Academics Cost: (5 to 100) Legend Wherever the God uses this Boon. which affects the cost. This Boon functions just like Dictate Hours. which nothing can leave until who created the Pocket will it closed or is destroyed.
••) Pocket Out of the Flow (Time ••••• ••)
Dice Pool: Manipulation + Awareness Cost: 1 Legend per hour per 10 feet radius The Demigod can now cause an entire area to leave the normal flow of time. The God can lead with him a number of willing followers equal to the success his player achieved on the activation roll. The barrier can only be seen by someone with the Internal Clock Boon. objects. while if it is the side of a ship at sea. using this Boon requires a lot of meditation to prevent opening a portal in an unintended time. a century passing without maintenance will result in large holes. long enough for the God and everyone the activation roll allows to follow him to step through if they do so immediately. This portal can only be seen by someone with the Internal Clock Boon. if respecting that the God can go anytime. at least one hour is required to create it. If well maintained.•) Age Object (Time ••••• •)
Dice Pool: Manipulation + Science Cost: 1 Willpower + (1 to 10) Legend Now the Scion's power extends the more ageless targets. except that the area doesn’t need to be closed and the barrier cannot be destroyed or passed. aging will have little to no effect. The portal remains open for one action. and looks like a bubble made of soap. Speed: Cost 1 Week per Day: 1 Legend 1 Week per Hour: 2 Legend 1 Month per Hour: 3 Legend 1 Year per Hour: 4 Legend 1 Decade per Hour: 5 Legend 1 Century per Hour: 6 Legend 1 Century per 10 minutes: 7 Legend 1 Century per 5 minutes: 8 Legend 1 Century per Minute: 9 Legend 1 Century per Second: 10 Legend This power lasts a number of days equal to the number of activation successes. Unfortunately. Time Factor: Cost Days: 5 Legend Weeks: 10 Legend Months: 20 Legend Seasons: 30 Legend Years: 40 Legend Decades: 50 Legend Centuries: 60 Legend Millenniums: 70 Legend
. The speed of the effect depends on the amount of Legend Points spent. The Pocket Out of the Flow creates a semi-sphere around the user with the specified radius. The time difference depends on the time factor. During this time the object suffers from its environment as normal. This portal opens exactly in the same place where it is created. and looks like an out of place window flouting in mid-air.
and it will be the more powerful as the relevant is the change for the timeline. for each change he wants to impose on the timeline. without Epic Intelligence benefits. As such. On the other hand: a Scion travels back in time and plants one of his modified seeds on the garden near his childhood house in the middle of the night and goes back to the future to see how his plant grown on his now empty house only to find that everything was exactly as he remembers. or he can simply reveal a more detailed revelation as the player gains more success. These revelations should pertain to either significant plot points in the current story or large. preventing it from growing. For example: Cronus plots to travel back in time to kill Zeus as a baby and thus preventing Zeus to defeat him. a change in the past that don’t interfere with the known history might not cause the wrath of the Dahakas. the more relevant and directly helpful the revelations should be. If a change in the normal flow of Time occurs it will affect all timeline and so all events in the future. The more successes the activation roll garners. The cost of this Boon varies on the time difference between when the action should be used and how far the God wishes to see its effects. The Storyteller can give out a number of revelations equal to the number of successes on the roll.
Preserve the Timeline (Time ••••• ••••) ••••)
Dice Pool: Intelligence + Investigation Cost: (1 to 20) Legend The God can now predict the consequences of his actions on the timeline. A God could travel back in time in order to help the Gods win the first Titan War and the Gods that reached his present day remember that a God from the future help in that win. If the roll succeeds. These Dahakas serve for the Storyteller to preserve the timeline intact. the Storyteller reveals some consequences of his actions that will play out in the future. for it wasn’t that the way that he design things to happen. Time Factor: Cost Days: 1 Legend Weeks: 2 Legend Months: 4 Legend Seasons: 6 Legend Years: 8 Legend Decades: 10 Legend Centuries: 12 Legend Millenniums: 14 Legend Ten Thousand Years: 16 Legend Hundred Thousand Years: 18 Legend Million Years: 20 Legend
Future Help (Time ••••• •••••) •••••)
Dice Pool: Wits + Survival Cost: 1 Willpower + 15 Legend
. The player of the God rolls his (Intelligence + Investigation). but it’s still possible for the gods to do so. Additionally a Dahaka will be granted access to the world to try to correct the timeline to its former self. making impossible for the Olympians to defeat the Titans. it was the way it actually happened. although the Storyteller might still unleash the Dahakas on the player’s Scion. one Dahaka had removed the seed.Ten Thousand Years: 80 Legend Hundred Thousand Years: 90 Legend Million Years: 100 Legend Time has a great amount of inertia and so it’s hard for it to change his natural course. When he tries so he is in some way and in some time prevented to do so. must likely a Dahaka as powerful as the most powerful God will appear to prevent him to do so. At the Storyteller’s discretion. objects and/or information that a God delivers to his past self must be encountered in the same way that the God originally found them and at the same time that he found them. overarching issues that affect the cycle as a whole.
In addition it can also be used to stop the passage of time in other non-living objects. which as a force of Nature. No one can escape the Inevitable. using the Open Time Gate Boon or any other way of time travel. a creature of complete agelessness showing no signs of the passage of time. the God becomes The Inevitable. if he didn’t a Dahaka with a Legend score equal to the God’s. page 72). At the end of each time limit a version of him must travel back in time to save himself. page 154). Not even the Titans. These would not rust and would stop working until something touches them. Should the Inevitable chose to punish. and no one can fight the Inevitable.
.The greatest power. for it must be a split-second decision. shrouded in flowing grey robes and brandishing an hourglass. All time effects of this Purview are invisible except if one uses The Timeless Eye. It is encouraged to individual Storytellers to create a better version for their games or if one is simply worried about the gap of power that the Time Purview would create with the other Purviews. allowing the player of the God to control both of his versions.
Delay the Flow (Time ••)
This Boon can be used in a similar fashion to Delay Rot Boon (Scion: Companion. here is a possible solution. will be created. it allows him to see temporal effects. The God can summon more than one of his future self’s but need to make another (Wits + Survival) roll and spend another 1 Willpower plus 15 Legend. no one can hide from the Inevitable. such as swords or clocks. can neither harm nor be harmed by the Inevitable.
The Timeless Eye (Time •)
This Boon can be used in a similar fashion to The Unlidded Eye spell (Scion: Hero. and because of it the Scion can only summon a version of himself from a number of hours in the future equal to the number of successes that the roll of (Wits + Survival) gathers. with the sole purpose of killing him. nothing can avoid this short and another Avatar. Using this Boon. page 78). which means that in the end of the scene there will only remain the version of himself that came further from the future. but the Eternal always knows where they are going and thus they cannot escape. After the maximum number of hours passes the Scion of the present must had traveled back in time to save himself. but the user doesn’t glow. Since these are already official Boons there shouldn’t be any gap of power.
Overflow the Body (Time •••)
This Boon can be used in a similar fashion to Sun-Giving Rays Boon (Scion: Companion. specially most of them could only be accessed later then in their original Purview. and thus flee its presence.
The Other Time Purview
Since the power that a Time Purview would bring to the world of Scion. The Time Purview presented here uses other Boons from different Purviews and gives them the feel that they can actually control time. But instead of allowing the user to see magic. is the ability to help himself in times of need. thus creating a Dahaka with the sole purpose of killing him to fix the timeline. for a God of Time. they suffer their Fate whatever that may be. instead he accelerates time around his intended target for the same effect. by invoking he’s future self. Storytellers might feel intimidated to play with it.
Avatar of Time (The Inevitable)
Cost: 1 Willpower + 30 Legend For the remained of the Scene. Should the Inevitable choose to pursue they will run as long as possible. Using this Boon is a reflexive action. This doesn’t interfere with the timeline for it was design to proceed this way. the Scion from the future appears to the Scion of the present. and eternal. Although this messes with the timeline if the God decides that he doesn’t want to travel to the Past to save himself.
he rather creates a slight difference in the flow of time between him and his target. but the duplicates are not reflections of the user. The travel can be explain with the unknown relationship between time and space or it was the other you on a different timeline. page 86). page 148).
Temporary Location (Time ••••• ••••)
This Boon can be used in a similar fashion to Co-Location Boon (Scion: God. the user thinks in a change to the current timeline and gains the knowledge of what changes the modern world would suffer. As above.
Decelerate (Time ••••• •)
This Boon can be used in a similar fashion to Chill The Blood Boon (Scion: Ragnarök. (Individual Storytellers are free to create other explanations for the wondering player).Fast Versus Slow (Time ••••)
This Boon can be used in a similar fashion to Warrior Ideal Boon (Scion: Hero.
Change Age (Time ••••• ••)
This Boon can be used in a similar fashion to Control Aging Boon (Scion: Demigod. page 37). but instead of gaining the knowledge of what would happen if something would be done. where the only difference is where your alter-you created the portal. but instead of creating a crystal around his target.
Stopping the Flow (Time ••••• •••)
This Boon can be used in a similar fashion to Imprisoning Crystal Boon (Scion: Companion. page 80). that doesn’t create any visible effect except for those who use The Timeless Eye. but the user doesn’t adopt an aspect. by accelerating or reversing the passage of time in his intended target.
Rewrite History (Time •••••)
This Boon can be used in a similar fashion to Consequence Boon (Scion: Companion. by slowing the passage of time of the user’s target. page 97).
. page 73).
A Portal Trough Time (Time ••••• ••••)
This Boon can be used in a similar fashion to Rainbow Bridge Boon (Scion: Demigod. he simply stops the passage of time for his target. page 69). but instead he form the future or from a different timeline. the possible explanations can vary with different Storytellers.